Odd Jobs 1

I have decided to give chatgpt-4o for a spin and what better way than cooking up some strange and humorous sidequests for you? The Iron Oak Adventure guild is, despite its name little more than a mutual aid association run out of its namesake tavern and inn. It does however have one important thing going for its central location in the city. As such the bulletin board that takes up one entire wall of the tap room is never lacking for quests, odd jobs, and the occasional flyer. When I say odd jobs I do mean odd jobs after all this is Sliberberg the city where anything can happen and usually will.

Urgent Opera

Job Posting

Fancy Stationery Notice: Urgent! Inquire with Panthor Silverhoof at the Hillside Theater regarding a critical matter. Time is of the essence!


Encounter 1: Hillside Theater

Setting: The Hillside Theater is bustling with last-minute preparations. The grandeur of the theater contrasts sharply with the disheveled state of Panthor Silverhoof, a satyr, who is clearly on the verge of a nervous breakdown.

Description: When the players arrive, they find Panthor pacing frantically, his elegant appearance marred by worry. The opulent theater lobby is filled with posters and playbills for the upcoming opera featuring the renowned tenor Francesco Bocelli.

Dialogue: Panthor explains his dire situation:

  • “Francesco was supposed to arrive two days ago! Without him, the opera is doomed, and so am I! Please, follow his route and find him. The future of the Hillside Theater depends on it!”

Clues: Panthor provides the players with a detailed map of Francesco’s planned route to Sliberberg, highlighting the treacherous Glimmerstone Pass.


Encounter 2: Glimmerstone Pass

Setting: Glimmerstone Pass is a narrow, winding mountain trail. Partway up, the players encounter a parked, ornate carriage with a small camp set up beside it. The coachmen and footmen, looking exhausted and worried, mill about nervously.

Description: Players with a Perception of 15 or higher can hear faint singing echoing from higher up the mountain.

Interaction: The servants explain that Francesco disappeared two days ago after insisting on a short walk to practice his singing.

Clues: The singing leads the players further up the mountain, towards the source of the sound.


Encounter 3: Cinnabarina and Francesco

Setting: Higher up the mountain, in a secluded glade, the players find Francesco singing passionately for a young copper dragon named Cinnabarina. The glade is filled with an air of enchantment, the dragon’s presence making it shimmer with magical energy.

Description: Cinnabarina, entranced by Francesco’s voice, behaves like a starstruck fan. She has kept him singing continuously, almost driving him to exhaustion.

Dialogue: Cinnabarina, with a mix of excitement and concern, says:

  • “Isn’t he magnificent? I’ve never heard anything like it! But he looks so tired. Do you think he’d sing just a little longer?”

Resolution: The players must either confront or negotiate with Cinnabarina to free Francesco. Possible negotiation tactics include:

  • Promising Cinnabarina box seats to the show.
  • Offering her a private viewing of the opera.

Outcome: If the players promise a private viewing or box seats, Cinnabarina agrees to let Francesco go and even insists on attending the opera in disguise.


Finale: The Opera Night

Setting: Back at the Hillside Theater, the night of the opera has arrived. The theater is packed, buzzing with excitement.

Description: If the players offered Cinnabarina a private viewing or box seats, they must now escort her disguised as a human noblewoman with copper brown hair, skin, and a copper-colored dress. She is thrilled and behaves impeccably, completely absorbed by the performance.

Conclusion: Panthor Silverhoof is overjoyed and immensely grateful to the players. He rewards them handsomely with gold, magical items, and perhaps a promise of future favors from the theater.


Rewards:

  • 50 gold pieces each
  • Recognition and favor in Sliberberg, particularly among the artistic community

Notes for the DM:

  • Adjust the difficulty of negotiations with Cinnabarina based on player creativity and role-playing.
  • Ensure the journey to Glimmerstone Pass includes minor challenges or encounters to build tension.
  • Use the opera night to introduce potential future plot hooks or NPCs for ongoing campaigns.

The Nearly Blind Beholder

Job Posting

Messy Handwritten Notice: Help needed! Large sum of money for guiding me to the optician in the city. – A Beholder in need.


Encounter 1: The Beholder at the Bulletin Board

Setting: The Iron Oak Inn & Adventure Guild, bustling with adventurers and locals checking the bulletin board for jobs.

Description: Hovering awkwardly near the board is a beholder, its massive central eye squinting and its eyestalks waving uncertainly. The beholder, named Glarb, is nearly blind and anxiously asks everyone if they are there to guide him.

Interaction: Players must approach Glarb and convince him that they are his guides. This can be achieved through a combination of persuasive dialogue and perhaps a show of their skills or knowledge of the city.


Encounter 2: Guiding Glarb Through the City

Setting: The bustling streets of Sliberberg, filled with various magical creatures, vendors, and townsfolk going about their day.

Description: Players must navigate Glarb through the city, avoiding obstacles and ensuring he doesn’t accidentally use his eye rays. The challenge lies in his poor vision and slightly cranky demeanor.

Challenges:

  • Avoiding crowded areas to minimize the risk of Glarb bumping into people or objects.
  • Keeping Glarb calm and focused, using clear instructions and possibly holding onto one of his eyestalks to guide him.
  • Dealing with curious or frightened townsfolk who might react poorly to seeing a beholder in their midst.

Encounter 3: The Tomato Incident

Setting: Just outside the optician’s shop, with the finish line in sight.

Description: As they near their destination, a tomato meant for a terrible street performer accidentally strikes Glarb, causing him to panic.

Reaction: Glarb starts flailing and might begin to randomly fire his eye rays in a panic. The players must quickly calm him down to prevent chaos.

Solutions:

  • Charisma checks to soothe Glarb with calming words.
  • Using magic or abilities to shield or protect nearby citizens and structures.
  • Physically restraining Glarb’s eyestalks (gently) to prevent them from firing.

Finale: Reaching the Optician

Setting: Inside the optician’s shop, a quaint and cozy place filled with various magical lenses and eye-related artifacts.

Description: The optician, a kindly gnome named Gwendolyn Brightspark, is ready to assist Glarb. She ushers him in and immediately begins preparations to help correct his vision.

Conclusion: Once Glarb is safely at the optician’s, he expresses his gratitude to the players.

Reward: Glarb gives the players a key to a safety deposit box in the Goldspire Bank.


Reward

Safety Deposit Box Contents:

  • 800 gold pieces
  • A scroll of a random useful spell (e.g., Lesser Restoration, Detect Magic)

Notes for the DM:

  • Adjust the difficulty of guiding Glarb based on the party’s level and creativity.
  • Introduce minor obstacles or NPC interactions along the way to add depth to the city’s environment.
  • Ensure the tomato incident provides a mix of humor and tension, challenging the players without overwhelming them.

The Disconnected Knight

Job Posting

Shaky, Cryptic Note: Help needed finding a body. Inquire at the bar.


Encounter 1: The Head at the Bar

Setting: The Iron Oak Inn, bustling with patrons enjoying their drinks and meals.

Description: Sitting at the bar is a green-skinned head of a knight with green hair, trying to drink a beer through a straw. The head introduces himself as Sir Cedric. After a freak accident a few days ago, his head was separated from his body, which is now wandering around the city aimlessly.


Encounter 2: Tracking Down the Body

Setting: The busy streets of Sliberberg, filled with bustling market stalls, magical creatures, and the usual city traffic.

Description: The players must track down Sir Cedric’s headless body. Asking around the city yields quick results as a seven-foot-tall headless knight is hard to forget.

Challenges:

  • A DC 15 Streetwise or Persuasion check to gather information from the locals.
  • Interacting with various NPCs, some of whom might be more helpful or knowledgeable than others.

Encounter 3: The Body in the Clutches of The Drolls

Setting: A rundown alley in the warehouse district, with dim lighting and a sense of danger in the air.

Description: The players find the headless body in the hands of a street gang known as The Drolls. They are using the body as a makeshift art installation, beating it with oversized clubs and laughing at the absurdity of their creation.

Challenges:

  • Combat or intimidation to drive back The Drolls.
  • Potential use of stealth or trickery to rescue the body without a fight.

Combat Notes:

  • The Drolls might consist of 4-6 gang members, equipped with clubs and minor magical items.
  • Adjust their stats to provide a suitable challenge for the party’s level.

Finale: Reuniting Head and Body

Setting: Once The Drolls are dealt with, the players must reunite Sir Cedric’s head with his body.

Description: The body seems to recognize the head immediately, moving toward it as if drawn by an invisible force. Once reconnected, Sir Cedric stands tall and expresses his deep gratitude.

Conclusion: Sir Cedric thanks the players and gives them an IOU, stating that they can claim their reward at the Green Castle.


Reward

Green Castle Reward: When the players present the IOU at the Green Castle, they receive:

  • 500 gold pieces
  • A magical shield (Grants +1 to AC and once per day can cast Shield of Faith)
  • A letter of commendation from Sir Cedric, which can be used to gain favor or request assistance in future adventures.

Notes for the DM:

  • Adjust the difficulty of tracking down the body based on player interactions and creativity.
  • Provide opportunities for role-playing and creative solutions during the encounter with The Drolls.
  • Use the Green Castle reward as a potential hook for future adventures or favors from noble or knightly orders in Sliberberg.

The Great Draft Animal Strike

Job Posting

Overnight Bulletin Inundation: Multiple notices, all stating the same thing: “Help! Our draft animals have disappeared overnight! Find them!”


Encounter 1: Investigating the Neighborhoods

Setting: Various neighborhoods of Sliberberg, each with its own unique character and mix of residents.

Description: The players must canvass different neighborhoods to gather information on the missing draft animals. This involves talking to locals, performing streetwise or persuasion checks (DC 15), and piecing together clues.

Challenges:

  • Talking to various NPCs with different perspectives and levels of knowledge.
  • Performing successful Streetwise or Persuasion checks to gather useful information.
  • Dealing with potential distractions or red herrings.

Encounter 2: The Fairground Assembly

Setting: Pleasant Meadows fairground, a wide-open space with various tents and enclosures, now filled with draft animals of all kinds.

Description: The players find the missing draft animals congregated in the fairground. The animals, all awakened and intelligent, are organizing a union and discussing their demands.

Challenges:

  • Understanding the animals’ grievances and demands.
  • Avoiding conflict and gaining the trust of the animals.
  • Diplomacy or Charisma checks (DC 15) to communicate effectively with the spokesanimals.

Interaction: The animals are debating various points when the players arrive, and the players can listen in to understand the core issues.

Potential Demands:

  • Better quality food and regular meals.
  • One day off per week for rest and socializing.
  • Improved working conditions, such as better stabling and healthcare.

Encounter 3: Mediating Between Owners and Animals

Setting: A meeting between the draft animals and their owners, facilitated by the players. This could take place at the fairground or in a neutral location like a town hall.

Description: The players must mediate the discussions between the animals and their owners, helping both sides reach a fair agreement.

Challenges:

  • Diplomacy and Persuasion checks (DC 17) to convince both sides to compromise.
  • Addressing concerns from both parties, such as the cost of better food or the impact of giving animals a day off.
  • Ensuring the negotiations remain peaceful and productive.

Outcome: If the players successfully mediate an agreement, the animals agree to return to work under the new terms. The owners provide better food and grant one day off per week.

Conclusion: The animals return to their tasks, content with the new arrangement, and the owners are relieved to have their valuable workers back.

Reward: The players receive:

  • 300 gold pieces each
  • Increased reputation in the city for resolving a significant dispute.

The Swordmaster’s Challenge

Job Posting

Cryptic Notice: Free training from a master of the sword! The chosen apprentice will receive a one-of-a-kind magic sword. [Map attached with directions]


Encounter 1: The Animated Armors

Setting: The entrance to a small, trap-filled dungeon. The stone walls are covered in moss, and the air is thick with an eerie silence.

Description: As the players enter, they are confronted by six animated armors, standing in formation. These guardians spring to life to test the mettle of any who dare enter.

Challenges:

  • Combat with 6 animated armors. Adjust the number and difficulty based on the party’s level.

Combat Notes:

  • Each animated armor fights with basic weaponry and tactics.
  • They focus on testing the players’ coordination and combat skills.

Encounter 2: The Obstacle Course

Setting: A narrow corridor filled with various non-lethal traps designed to challenge agility, wit, and teamwork.

Description: The players must navigate through an obstacle course filled with pitfalls, swinging pendulums, and pressure plates that trigger harmless but startling effects.

Challenges:

  • Players must either navigate or disable the traps using a combination of Dexterity, Perception, and Thieves’ Tools checks (DC 15-18).
  • The traps include:
    • Pitfalls that require Dexterity saving throws to avoid (DC 15).
    • Swinging pendulums that require Acrobatics checks to dodge (DC 16).
    • Pressure plates that can be disabled with Thieves’ Tools (DC 15).

Encounter 3: The Final Duel

Setting: A grand chamber at the heart of the dungeon, well-lit and adorned with ancient weapons and armor.

Description: The chosen apprentice must face a unique animated armor in a one-on-one duel. The rest of the party can observe but not interfere.

Challenges:

  • A single player faces off against the unique animated armor. This armor is tougher and smarter than the ones before.

Combat Notes:

  • The animated armor has enhanced stats and unique abilities (e.g., increased AC, additional attacks).
  • The duel tests the player’s individual combat prowess and strategy.

Finale: Meeting the Swordmaster

Setting: Once the duel is completed, the chamber reveals a pedestal with a beautifully crafted longsword resting upon it. The sword glows faintly with magical energy.

Description: The sword, named Ardent, is sentient and speaks telepathically. It reveals that it is the master of the sword mentioned in the posting.

Conclusion: The chosen apprentice takes up Ardent, who offers guidance and training in the art of swordsmanship. The sword is eager to mold its new wielder into a true master.

Reward:

  • Ardent, the Sentient Magic Longsword:
    • Sentient Magic Longsword (Ardent)
      • Grants +1 to attack and damage rolls.
      • Can communicate telepathically with its wielder.
      • Provides expertise in swordsmanship (advantage on attack rolls once per long rest).
      • Personality: Ardent is confident and encouraging, always pushing its wielder to improve and seek out challenges.

Additional Reward:

  • A small stash of gold (200 gp) and a set of high-quality adventuring gear found within the chamber.

Notes for the DM:

  • Ensure the initial combat and obstacle course provide a balanced challenge that tests different skills of the party.
  • During the final duel, allow the observing players to offer tactical advice or cheer on the chosen apprentice.
  • Ardent, the sentient sword, can be a long-term companion for the chosen player, providing role-playing opportunities and growth in their swordsmanship skills.

Little Dragon Lost

Job Posting

Elegant Notice: In flowing, elegant letters on stationary that smells vaguely of cinnamon and sage: “Help needed to find a particularly dangerous pet. Address: [Boarding House in Slibermond]”


Encounter 1: The Teenage Witch

Setting: A charming, cozy boarding house in Slibermond, a neighborhood known for its magical residents.

Description: The players arrive to find a teenage witch named Lauren, a member of the Silver Moon Coven, in a state of panic. She explains that her pet, a newborn red dragon wyrmling, has run away. She was attempting to transform the dragon into a feydrake to create the perfect familiar, but it escaped while she was distracted.

Challenges:

  • Calming Lauren down and getting clear information about the wyrmling’s behavior and habits.
  • Understanding the urgency and potential danger of a loose baby chromatic dragon in a magical neighborhood.

Encounter 2: Tracking the Wyrmling

Setting: The picturesque, cobblestone streets of Slibermond, filled with quaint shops and magical residents.

Description: The players must discreetly track the trail of playful mischief left by Ember, the red dragon wyrmling. The coven members are all around, making it crucial to avoid drawing too much attention.

Challenges:

  • Using Perception and Investigation checks (DC 15) to find clues such as scorched marks, broken items, and minor chaos left in Ember’s wake.
  • Role-playing interactions with residents who might have seen or heard something unusual, requiring Persuasion or Deception checks (DC 14-16).

Encounter 3: The Wyrmling in the Gardens

Setting: The Slibermond communal gardens, a lush and serene space filled with a variety of magical herbs and plants. Tansy’s personal garden plot is tucked away behind her famous bakery.

Description: The players find Ember sleeping soundly in Tansy’s personal garden plot, nestled among various trampled herbs and spice plants. The dragon is under a berry bush, looking content but having caused noticeable damage.

Challenges:

  • Carefully retrieving Ember without waking or alarming him, using Animal Handling or Stealth checks (DC 16).
  • Fixing the damage to Tansy’s garden, which requires Nature or Survival checks (DC 15) to replant and clean up the area.

Role-Playing Notes:

  • Players might need to quickly explain the situation to Tansy and seek her understanding or assistance.
  • Use creativity to mend the garden and ensure it looks presentable before leaving.

Finale: Returning Ember

Setting: Returning to Lauren’s place in the boarding house with the now-safely-contained Ember.

Description: Lauren is overjoyed to see Ember safe and sound. She thanks the players profusely and promises to be more careful in the future.

Conclusion: Lauren gives the players a token of appreciation and a small reward, promising that she will keep a better eye on Ember from now on.

Reward:

  • 300 gold pieces
  • A magical trinket from Lauren’s personal collection (such as an amulet of protection or a potion of greater healing)
  • A favor owed by Lauren, which could be called upon in future adventures

Notes for the DM:

  • Emphasize the need for discretion to avoid alerting the coven members, adding tension and requiring creative problem-solving.
  • Adjust the difficulty of tracking and retrieving Ember based on the players’ level and approach.
  • Ensure the final encounter in the garden offers both humorous and challenging elements, balancing the urgency with lighthearted moments.

The Genie’s Gourmandise

Bulletin Board Posting:


New Culinary Experience in Sliberberg!

Craving something extraordinary? Come dine at The Genie’s Gourmandise, where your wildest culinary dreams come true!

Located on the third-story terrace of the grand living tree building “Elderbark Haven”, we serve ANYTHING you desire. Just ask, and our genie chef will magically create it on the spot!

Note: Be very specific with your orders to avoid any… unexpected surprises.


Setting:

The Genie’s Gourmandise is a trendy new restaurant perched on a large deck with terrace seating, three stories up in one of the majestic living tree buildings that characterize Sliberberg’s skyline. The tree, known as “Elderbark Haven,” is a dozen stories high and teems with magical flora and fauna, creating a vibrant, enchanting atmosphere. Twinkling fairy lights adorn the branches, and the terrace offers breathtaking views of the city.

Description:

As the adventurers step onto the terrace, they’re greeted by the aromatic blend of cuisines from all over the multiverse. Tables are elegantly set, with magical, ever-warm candles providing a cozy glow. The centerpiece of the terrace is a grand, ornate lamp – the home of the genie chef, Aladdinor, who is eager to please his guests.

Aladdinor, the Genie Chef:

Aladdinor is a jovial and flamboyant genie with a passion for cooking. Dressed in a chef’s hat and apron that seem out of place yet perfectly fitting, he whisks around the terrace, conjuring dishes with a flourish of his hands. His blue skin glows with magical energy, and his eyes twinkle with mischief and delight.

Possible Interactions:

  1. A Mysterious Patron:
    • Hook: A hooded figure at a nearby table seems oddly familiar to one of the adventurers. Upon closer inspection, it turns out to be an old ally (or enemy) in disguise.
    • Twist: The figure is here for a clandestine meeting and requests the adventurers’ help in securing a rare ingredient that only Aladdinor can summon.
  2. The Picky Eater:
    • Hook: A wealthy noble, Lady Evelina, is causing a scene, complaining about her order being slightly off. She demands the adventurers assist her in describing the perfect dish.
    • Twist: Lady Evelina is a food critic with immense influence, and her review could make or break the restaurant. Aladdinor offers a reward if the adventurers can appease her.
  3. The Misinterpreted Order:
    • Hook: A flustered customer shouts, “I want a hot dog, NOW!” and is promptly served a live, fiery canine creature. Chaos ensues as the adventurers are asked to help capture the beast.
    • Twist: The customer is actually a rival chef looking to sabotage Aladdinor’s reputation and will try to escape amidst the confusion.

Challenges and Fun Elements:

  • Order Up!: Players can make humorous or creative orders, and the DM can play with the outcomes based on how specific (or vague) the players are.
  • Magic Mishaps: If the players’ orders are too ambiguous, they might find themselves with bizarre dishes or transformed into part of the meal (temporarily, of course).

Leave a comment